![]() ![]() In the anim graph, call this custom event from your casted TryGetPawnOwner In character BP create custom event called PlaySoundBP Use TryGetPawnOwner and cast to your character BP In animation graph, right click and create event node for PlaySoundBP notify ![]() If you have the animation notify trigger a blueprint function to run which will play the sound, then you can set up a timer to guarantee that you dont get doubles any more!Ĭreate new anim notify called PlaySoundBP I hope you find out why you are getting duplicate playings of the sound, but in the meantime, here is how you can work around the issue so you can continue work on other aspects of your game: Happens even if I walk in a straight line repeating the same animation over and over, so it has nothing to do with animations blending. So tl dr: succesfully added footstep sound to animation blueprint, however the sound plays double once in a while (sometimes several steps in a row, while at other times I can walk multiple steps before it occurs). I been looking around on the internet for an hour or so but haven't been able to find a solution. Worth noting is this happens even if I just keep walking in a straight line just doing the same animation over and over again, so it does not have anything to do with blending animations. However some times the footstep sounds plays double, which suddenly makes a footstep sound way louder and more distorted than the previous one. Sorry if this is a stupid question, but I've searched all over for a solution.Īnyway, I've been trying to add footstep sounds by adding a play sound notify to my animation blueprint and it works in the sense that the sound does play. ![]()
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